/**
 * Copyright (c) 2008, Andrew Carter
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification, are 
 * permitted provided that the following conditions are met:
 * 
 * Redistributions of source code must retain the above copyright notice, this list of 
 * conditions and the following disclaimer. Redistributions in binary form must reproduce 
 * the above copyright notice, this list of conditions and the following disclaimer in 
 * the documentation and/or other materials provided with the distribution. Neither the 
 * name of Andrew Carter nor the names of contributors may be used to endorse or promote 
 * products derived from this software without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
 * SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT 
 * OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR 
 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.acarter.scenemonitor.util;

import com.jme.renderer.Renderer;
import com.jme.renderer.pass.RenderPass;
import com.jme.scene.state.CullState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.TextureState;
import com.jme.scene.state.WireframeState;
import com.jme.system.DisplaySystem;

/**
 * 
 */
public class SelectPass extends RenderPass {

    /**  */
    private static final long serialVersionUID = 1L;

    /**  */
    protected float selectTime = 0.0f;

    /**  */
    protected CullState backCull;

    /**  */
    protected WireframeState wireframeState;

    /**  */
    protected LightState noLights;

    /**  */
    protected TextureState noTexture;
    
    /**
     * 
     */
    public SelectPass() {

	wireframeState = DisplaySystem.getDisplaySystem().getRenderer().createWireframeState();
	wireframeState.setFace(WireframeState.WS_FRONT_AND_BACK);
	wireframeState.setLineWidth(1.0f);
	wireframeState.setEnabled(true);

	// On some systems anti-aliased lines only look good when AA is used for
	// the scene
	if(DisplaySystem.getDisplaySystem().getMinSamples() > 0) {
	    wireframeState.setAntialiased(true);
	}
	else {
	    wireframeState.setAntialiased(false);
	}

	backCull = DisplaySystem.getDisplaySystem().getRenderer().createCullState();
	backCull.setCullMode(CullState.CS_BACK);
	backCull.setEnabled(true);

	noLights = DisplaySystem.getDisplaySystem().getRenderer().createLightState();
	noLights.setEnabled(false);

	noTexture = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();
	noTexture.setEnabled(true);
    }

    /**
     * 
     */
    public void doRender(Renderer renderer) {

	if(spatials.size() == 0)
	    return;

	if((selectTime < 0.25f) || ((selectTime > 0.5f) && (selectTime < 0.75f)) || ((selectTime > 1.0f) && (selectTime < 1.25f))) {

	    renderer.clearZBuffer();
	    context.enforceState(backCull);
	    context.enforceState(noLights);
	    super.doRender(renderer);

	    context.enforceState(wireframeState);
	    context.enforceState(noTexture);
	    super.doRender(renderer);

	    // revert state changes
	    context.clearEnforcedStates();
	}
    }

    /**
     * 
     */
    public void resetTime() {

	selectTime = 0.0f;
    }

    /**
     * 
     * @param tpf
     */
    public void updateTime(float tpf) {

	selectTime += tpf;
    }
}